Compatible with H15, 15.5, 16.0
This is one of the oldest Building Generators built for polygon parcels and OBB Subdiv with Enable Lot Setback. It has been constantly updated to work with new Workflows and therefor is one of the more robust Generators at the moment.
This Generator will also check touching walls to avoid placing Windows. Also it will consider the edge group "side_edges" (EDGE GROUP!) and interpret them as a walls. This way only sides facing the street will have Windows.
Note: OBB-Subdiv with Enable Lots Setback can Generate Rear Edge, Side Edge and Facade Groups that will be recognized with this Generator.
Dev Todo Note: Billboards use an old workflow without any texturing atm. They are placed on UDIM tiles. The Texture Atlas workflow is much more flexible and should be implemented instead.
Dev Todo Note: Better scaled UVs.
Dev Todo Note: UVs are broken in H16 atm.
The old way of adding Custom Windows and Doors per Building is to merge all your Props with a object merge node and give it a group prefix:
You can also use a merge SOP and make your groups manually.
Newer Methods use a Subnet or OBJ Network Container Node to store all the Props. It is not planned to include this workflow within this HDA.
March 2017: -Fixed UVs and minor issues.Fixed for H16New: Roof Greebles now use Asset Props Workflow with OBB Subdiv.Fixed: Detection of facing Walls (Point Attribute: @inside == 1)New: side_edges Group (EDGES!) will now be ignored and interpreted as Walls.New: Copy Floors Multiplier lets you copy floors so we can generally have a low zscale and then just use the Floor Copy multiplier to scale the buildings. This should be faster then placing building for each polygon.